Kesler
Master Kekkler
Are you using Civ Names By Policies? The "puppets" thing looks like that, as well as you being referred to as the "Kingdom" of Saxony.
Yes, I am.
Are you using Civ Names By Policies? The "puppets" thing looks like that, as well as you being referred to as the "Kingdom" of Saxony.
There Palace no long provides production? Never noticed.
Disease on trade routes: More on that below.
Turn times are just fine, not a problem. That being said, I'm still in the medieval era. I would have gone further except for a bug. More on that below.
It's just very simple. It's a feature that improves itself over time, giving the player greater worth the sooner they build it. I personally like it over the base TP, because it shows growth, the cities pushing the people out into the country. If there were only some way to make it more then a simple improvement, give it it's own set of town planning features. We'll just have to wait for Civ VI...
I'm not certain the system can be enhanced much further than it currently is. In the end it's just a flavor feature with some light gameplay impact. Perhaps, in Sov, those Towns and Villages can impact politics in some way, each having their own local representative. This brings us back to the point that it's just an improvement. Building in a complex system like this, only to destroy the towns if there are resources under it... well, that could be a gameplay dynamic. But my point is, are you looking to make this a decently sized feature or keep it as an improvement?
Honestly, I found myself not paying attention to upgrading them. It's still early game for me, so it'll no doubt dynamically become one.
However, I did find that local unhappiness was not being very helpful in telling me what to build to improve my citizens mood. Do the citizens get angry if you neglect urban planning and don't upgrade the province? There should be a message or hint as to how you can appease your local citizens.
Okay, Plague. I encountered two early game, both around the same time in my first and only two cities. One would think this to be a crippling blow. However, I found this to be more of a mild fever, with the diseases burning themselves out as soon as I caught them. I think I only lost some food in my cities, but there was no lasting effect. Isn't a plague supposed to hang around for a bit? It would be great if it did this, impacting city and province performance. When I was reaching the tops of those plague meters I was quite worried. But after realizing how light the penalty was, it really didn't worry me much after.
During a Siege, how would this affect city defense?
Sadly, this build is not without bugs. A consistent one that I have seen in past versions is that under a city name, for cities other then my own, there is a crosshair and a little number. Is this a bug? Or should it be showing the image of the province instead?
Finally, there was a TXT_KEY error, possibly related to E&D and not any of your mods.
I do like the UI set up, but I must admit I miss seeing the tiles my potential city can work when a Settler is selected. Additionally, I miss seeing how many turns are left before a policy/GP is unlocked. I'm using your EUI compatibility files. Is that what's causing some of the features to be missing?
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Also, I kind of lied. I'm running more then one custom civ.
Are you using Civ Names By Policies? The "puppets" thing looks like that, as well as you being referred to as the "Kingdom" of Saxony.
Yes, I am.
By improving the TP>Village>Town system I more meant in dealing with the fact that they're forgettable - not sure if there is much I can do about that, however. I'll think.
Citizens get angry because they exist and Firaxis are the biggest nihilists in the gaming industry. Happiness is just a translation of an existing mechanic, so you can't appease them - only distract them with extra Happiness.
Well, what was your excess disease like?
A siege should decrease city health, because enemy units may pillage health tiles or block you from working rivers - which are a primary source of Health (to the systems detriment albeit).
Heh, that's your Bombard Range (hovering over it will tell you exactly that). It's not a bug - it's there to help you know the range of enemy cities. Province icon should be next to it.
Yup, E&D.
From the looks of it, EUI comp files aren't working. I'm not going to take much responsibility for EUI support anymore, and after the strain of times past I hope you understand why. But like I've said, if it doesn't appear to be working, delete cache and always deselect CID/RTP before re-enabling CID/RTP, then enable the Comp. Files.
Yup, Kesler is. Generally, I'm not going to do anything about supporting that mod, seeing as Sovereignty will obsolete it (and block it).
Yup, Kesler is. Generally, I'm not going to do anything about supporting that mod, seeing as Sovereignty will obsolete it (and block it).
Just wondering, could you make a list of all the mods obsoleted by CiD/RtP/ExCE?
Just wondering, could you make a list of all the mods obsoleted by CiD/RtP/ExCE?
Ok, obsoleted is probably a bit hubristic. I mean incompatible/not support, as my mods do (or will do) essentially the same thing but in light of other systems.
So, probably Health & Plague, Civ Names by Policies, Militia Defense, Slavery (sorry Emp. Leugi), anything made by Pouakai - that's all specifically that I can think of anyway. Things that add Colonies, Scout upgrades, etc. shouldn't be used. Use discretion and common sense.
A couple of questions I have for you (to answer/investigate/ignore at your mortal peril):
--Do you find the lack of Production on the Palace, and consequently the initially long turn times, too cognitively dissonant?
--Do you find Disease from Trade Routes a concern? (they should be)
--Does the one Disease event I added (will add more later) trigger? Crimes events?
--Is siege devastating to a city's Health (it should be; when units stamp on your rivers)?
--Do you find your units contracting Plague from combat?
--Turn times ok? There will be some slow down with so much going on, but is it bearable?
--Thoughts on improving the quality of the TP>Village>Town 'system'? I feel like it's underused, perhaps because of its poor implementation.
--I need more info on Disloyalty from War Score - your war score, number of wars, the Loyalty penalty.
--How are Provinces without Improvement requirement?
I'll have to give some more thought to the Aqueduct problem. Ideas welcome, though, but as said, removing the river health is not ideal.
Now leave me alone because I'm doing as much as Sovereignty as my volition allows![]()
Notes from a v30 snowball game:
1. The AI might be having trouble at the moment because the latest CP beta has set all their happinesses to 0 :/
W-wait - what? They have?
A couple of questions I have for you (to answer/investigate/ignore at your mortal peril):
--Do you find the lack of Production on the Palace, and consequently the initially long turn times, too cognitively dissonant?
--Do you find Disease from Trade Routes a concern? (they should be)
--Does the one Disease event I added (will add more later) trigger? Crimes events?
--Is siege devastating to a city's Health (it should be; when units stamp on your rivers)?
--Do you find your units contracting Plague from combat?
--Turn times ok? There will be some slow down with so much going on, but is it bearable?
--Thoughts on improving the quality of the TP>Village>Town 'system'? I feel like it's underused, perhaps because of its poor implementation.
--I need more info on Disloyalty from War Score - your war score, number of wars, the Loyalty penalty.
--How are Provinces without Improvement requirement?
I'll have to give some more thought to the Aqueduct problem. Ideas welcome, though, but as said, removing the river health is not ideal.
Now leave me alone because I'm doing as much as Sovereignty as my volition allows![]()
[379180.375] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[379183.484] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[379185.140] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[379187.921] Runtime Error: Failed to iterate table due to query error. Check Database.log for more details.
[379074.406] no such column: Type
[379074.406] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1
[379180.375] no such column: IsLoyalty
[379180.375] In Query - select * from Building_JFD_CrimeMods where IsLoyalty = 1 AND CrimeType = 'CRIME_JFD_CULTURE'
[379183.484] no such column: IsLoyalty
[379183.484] In Query - select * from Building_JFD_CrimeMods where IsLoyalty = 1 AND CrimeType = 'CRIME_JFD_CULTURE'
[379185.140] no such column: IsLoyalty
[379185.140] In Query - select * from Building_JFD_CrimeMods where IsLoyalty = 1 AND CrimeType = 'CRIME_JFD_CULTURE'
[379187.921] no such column: IsLoyalty
[379187.921] In Query - select * from Building_JFD_CrimeMods where IsLoyalty = 1 AND CrimeType = 'CRIME_JFD_CULTURE'
Yup, my bad. Will fix tomorrow. Sorry. In the meantime, think of that Citizen as an Undead from Akidor. They aren't really Citizens; they work, but they work for each other. Kind of like slavery but with extra ste--whoops, almost said it![]()